Version 1.0


Alright, let's set the scene.

You've had just shy of 10 days to build a game, and now there's only one hour left before the deadline. It's all come down to this final stretch, and you're starting to panic. All week long, you've been as cool as a cucumber, telling yourself, "It's fine, I'll get it done." But now it's getting real.

Let’s be honest for a moment though—it doesn’t matter. If you miss the deadline or don’t get around to participating, it’s fine. What really matters are the friends we made along the way... Except, wait—you’ve spent a ludicrous amount of time holed up in your office, trying to crunch as much as possible. Was this supposed to be a hobby or a job? Because those lines are starting to blur.

So, let’s recap how the days leading up to this point went:

Day One

You started the project in feverish fashion, excitedly discovering the theme: “Tiny World.”
Tiny... World... (How the hell am I supposed to come up with a game for that?!) You slow yourself down, start brainstorming ideas, and think, Okay, the theme is what it is. In reality, if the theme had been anything else, would I have fared any better? Probably not.

You come up with a few interesting ideas, but you really want to align your work with a particular style. So that game you've been working on in your spare time? It's about to come in real handy. You take what that game has taught you and apply it to this new project—not the whole game, just the player controller you're familiar with and the code architecture you've been learning.

You go to bed tired, but happy. At least you’ve got some ideas down, and now you're ready to tackle what lies ahead.


Day Two

As day two begins, you start setting up the project. You place the demo scene here, the player character there, play around with lighting, and start creating some doors.
Freaking doors.
(Hopefully anyone reading this understands the pain of adding doors to anything.)

You get something respectable and proudly show it off to your partner for her encouragement—which, thankfully, arrives.

Patting yourself on the back, you get some well-earned rest.

Day Three

All going well so far, right? Well... enter day three.
You do nothing.

You take a break after feeling burned out at work and not wanting to see a single line of code. Understandable. When both your job and your hobby involve code, it’s only natural to get sick of it. But you tell yourself: Better be back at it tomorrow.

Day Four

You do nothing.

Days Five, Six, and Seven

Still nothing.

Day Eight

At this point, is there even any point in continuing? You're now staring down the barrel of missing the deadline for something you really wanted to achieve. And sure, you only have yourself to blame for not putting in the effort.

But... you could change that.

Sure, the game won’t be as good as it could’ve been had you used the full 10 days (this is being written post–version 1.1 release, so I know what could have been possible), but you can still submit something. You can still create your second-ever game—and your first for a live jam.

Heart pumping, you jump into action. You’re going to do this. You’re going to complete the game and submit it.

Over the next couple of days, your demo scene transforms into something that resembles an actual game. It has a menu screen and a gameplay loop—what more could you want?
Okay, maybe sound... and more interesting puzzles... and a lot more polish.
But still, it’s enough to say: I’ve done what I wanted to achieve. I’ve made my second game.

One Hour to Go

You're an hour out and feeling pretty good. Your partner is playtesting the game, finding bugs, and giving feedback on what she doesn’t like or would like to see changed...

But there’s no time for that. You need to export and submit. You only have 20 minutes now.

Twenty Minutes to Go

You go to export the project from Godot (GDScript all the way!), and then—everything comes to a screeching halt.
“No export templates found.”

Wait, what? You’ve never exported a game from Godot before. The last one you did was in Unity.
What do you mean I have no export templates? Why can’t I just tell it to export?!

After some frantic searching, you find the HTML5 export template for Godot. You throw them in and hastily export the game.

Two Minutes to Spare

With just two minutes before the deadline, you've managed to complete and submit your second game.

Now it’s time to relax, watch some Twitch streams, jump into the Discord chat, talk about how much fun it was, and enjoy the other submissions.

...Or at least, that’s what it would have been like—if the export had worked as expected.

Version 1.1 devlog coming soon.

Files

Exports.zip 41 MB
35 days ago

Get Escape! The Dollhouse

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